CabinetLight_Invalid

This commit is contained in:
Glenn Maynard
2006-09-26 21:23:30 +00:00
parent dfd95fd730
commit 3311f1992c
7 changed files with 25 additions and 25 deletions
+4 -4
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@@ -12,7 +12,7 @@
#include "ThemeManager.h"
#include "LuaReference.h"
#include "MessageManager.h"
#include "LightsManager.h" // for NUM_CABINET_LIGHTS
#include "LightsManager.h" // for NUM_CabinetLight
#include "ActorUtil.h"
/* It's useful to be able to construct a basic Actor in XML, in
@@ -30,7 +30,7 @@ float Actor::g_fCurrentBGMTime = 0, Actor::g_fCurrentBGMBeat;
Actor *Actor::Copy() const { return new Actor(*this); }
static float g_fCabinetLights[NUM_CABINET_LIGHTS];
static float g_fCabinetLights[NUM_CabinetLight];
static const char *HorizAlignNames[] = {
"Left",
@@ -54,7 +54,7 @@ void Actor::SetBGMTime( float fTime, float fBeat )
void Actor::SetBGMLight( int iLightNumber, float fCabinetLights )
{
ASSERT( iLightNumber < NUM_CABINET_LIGHTS );
ASSERT( iLightNumber < NUM_CabinetLight );
g_fCabinetLights[iLightNumber] = fCabinetLights;
}
@@ -852,7 +852,7 @@ void Actor::SetEffectClockString( const RString &s )
else
{
CabinetLight cl = StringToCabinetLight( s );
if( cl != LIGHT_INVALID )
if( cl != CabinetLight_Invalid )
{
this->SetEffectClock( (EffectClock) (cl + CLOCK_LIGHT_1) );
return;
+3 -3
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@@ -7,7 +7,7 @@
#include "NoteSkinManager.h"
#include "RageInputDevice.h"
#include "ThemeManager.h"
#include "LightsManager.h" // for NUM_CABINET_LIGHTS
#include "LightsManager.h" // for NUM_CabinetLight
#include "Game.h"
#include "Style.h"
@@ -104,7 +104,7 @@ static struct
{ "techno-double5", 10, ST_FLAGS_NONE },
{ "pnm-five", 5, ST_FLAGS_NONE }, // called "pnm" for backward compat
{ "pnm-nine", 9, ST_FLAGS_NONE }, // called "pnm" for backward compat
{ "lights-cabinet", NUM_CABINET_LIGHTS, ST_FLAGS_DONT_AUTOGEN }, // XXX disable lights autogen for now
{ "lights-cabinet", NUM_CabinetLight, ST_FLAGS_DONT_AUTOGEN }, // XXX disable lights autogen for now
};
//
@@ -2607,7 +2607,7 @@ static Style g_Styles[] =
"cabinet", // m_szName
STEPS_TYPE_LIGHTS_CABINET, // m_StepsType
ONE_PLAYER_ONE_SIDE, // m_StyleType
NUM_CABINET_LIGHTS, // m_iColsPerPlayer
NUM_CabinetLight, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
{ // PLAYER_1
{ TRACK_1, -DANCE_COL_SPACING*3.5f, NULL },
+7 -7
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@@ -33,7 +33,7 @@ static const char *CabinetLightNames[] = {
"BassLeft",
"BassRight",
};
XToString( CabinetLight, NUM_CABINET_LIGHTS );
XToString( CabinetLight, NUM_CabinetLight );
StringToX( CabinetLight );
static const char *LightsModeNames[] = {
@@ -92,7 +92,7 @@ LightsManager::LightsManager()
sDriver = DEFAULT_LIGHTS_DRIVER;
MakeLightsDrivers( sDriver, m_vpDrivers );
m_fTestAutoCycleCurrentIndex = 0;
m_clTestManualCycleCurrent = LIGHT_INVALID;
m_clTestManualCycleCurrent = CabinetLight_Invalid;
m_iControllerTestManualCycleCurrent = -1;
}
@@ -167,7 +167,7 @@ void LightsManager::Update( float fDeltaTime )
if( m_LightsMode == LIGHTSMODE_TEST_AUTO_CYCLE )
{
m_fTestAutoCycleCurrentIndex += fDeltaTime;
m_fTestAutoCycleCurrentIndex = fmodf( m_fTestAutoCycleCurrentIndex, NUM_CABINET_LIGHTS*100 );
m_fTestAutoCycleCurrentIndex = fmodf( m_fTestAutoCycleCurrentIndex, NUM_CabinetLight*100 );
}
switch( m_LightsMode )
@@ -266,7 +266,7 @@ void LightsManager::Update( float fDeltaTime )
int iSec = GetTestAutoCycleCurrentIndex();
FOREACH_CabinetLight( cl )
{
bool bOn = (iSec%NUM_CABINET_LIGHTS) == cl;
bool bOn = (iSec%NUM_CabinetLight) == cl;
m_LightsState.m_bCabinetLights[cl] = bOn;
}
}
@@ -426,12 +426,12 @@ void LightsManager::ChangeTestCabinetLight( int iDir )
m_iControllerTestManualCycleCurrent = -1;
m_clTestManualCycleCurrent = (CabinetLight)(m_clTestManualCycleCurrent+iDir);
wrap( (int&)m_clTestManualCycleCurrent, NUM_CABINET_LIGHTS );
wrap( (int&)m_clTestManualCycleCurrent, NUM_CabinetLight );
}
void LightsManager::ChangeTestGameButtonLight( int iDir )
{
m_clTestManualCycleCurrent = LIGHT_INVALID;
m_clTestManualCycleCurrent = CabinetLight_Invalid;
vector<GameInput> vGI;
GetUsedGameInputs( vGI );
@@ -447,7 +447,7 @@ CabinetLight LightsManager::GetFirstLitCabinetLight()
if( m_LightsState.m_bCabinetLights[cl] )
return cl;
}
return LIGHT_INVALID;
return CabinetLight_Invalid;
}
void LightsManager::GetFirstLitGameButtonLight( GameController &gcOut, GameButton &gbOut )
+7 -7
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@@ -21,10 +21,10 @@ enum CabinetLight
LIGHT_BUTTONS_RIGHT,
LIGHT_BASS_LEFT,
LIGHT_BASS_RIGHT,
NUM_CABINET_LIGHTS,
LIGHT_INVALID
NUM_CabinetLight,
CabinetLight_Invalid
};
#define FOREACH_CabinetLight( i ) FOREACH_ENUM( CabinetLight, NUM_CABINET_LIGHTS, i )
#define FOREACH_CabinetLight( i ) FOREACH_ENUM( CabinetLight, NUM_CabinetLight, i )
const RString& CabinetLightToString( CabinetLight cl );
CabinetLight StringToCabinetLight( const RString& s);
@@ -45,7 +45,7 @@ const RString& LightsModeToString( LightsMode lm );
struct LightsState
{
bool m_bCabinetLights[NUM_CABINET_LIGHTS];
bool m_bCabinetLights[NUM_CabinetLight];
bool m_bGameButtonLights[NUM_GameController][MAX_GAME_BUTTONS];
};
@@ -80,10 +80,10 @@ private:
void ChangeTestCabinetLight( int iDir );
void ChangeTestGameButtonLight( int iDir );
float m_fSecsLeftInCabinetLightBlink[NUM_CABINET_LIGHTS];
float m_fSecsLeftInCabinetLightBlink[NUM_CabinetLight];
float m_fSecsLeftInGameButtonBlink[NUM_GameController][MAX_GAME_BUTTONS];
float m_fActorLights[NUM_CABINET_LIGHTS]; // current "power" of each actor light
float m_fSecsLeftInActorLightBlink[NUM_CABINET_LIGHTS]; // duration to "power" an actor light
float m_fActorLights[NUM_CabinetLight]; // current "power" of each actor light
float m_fSecsLeftInActorLightBlink[NUM_CabinetLight]; // duration to "power" an actor light
vector<LightsDriver*> m_vpDrivers;
LightsMode m_LightsMode;
+2 -2
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@@ -662,8 +662,8 @@ void NoteDataUtil::LoadTransformedLightsFromTwo( const NoteData &marquee, const
transformed_marquee.CopyAll( marquee );
Wide( transformed_marquee );
const int iOriginalTrackToTakeFrom[NUM_CABINET_LIGHTS] = { 0, 1, 2, 3, -1, -1, -1, -1 };
out.LoadTransformed( transformed_marquee, NUM_CABINET_LIGHTS, iOriginalTrackToTakeFrom );
const int iOriginalTrackToTakeFrom[NUM_CabinetLight] = { 0, 1, 2, 3, -1, -1, -1, -1 };
out.LoadTransformed( transformed_marquee, NUM_CabinetLight, iOriginalTrackToTakeFrom );
}
/* For each track in "bass", enable the bass lights. */
+1 -1
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@@ -1870,7 +1870,7 @@ void ScreenGameplay::UpdateLights()
return;
const Style* pStyle = GAMESTATE->GetCurrentStyle();
bool bBlinkCabinetLight[NUM_CABINET_LIGHTS];
bool bBlinkCabinetLight[NUM_CabinetLight];
bool bBlinkGameButton[NUM_GameController][MAX_GAME_BUTTONS];
ZERO( bBlinkCabinetLight );
ZERO( bBlinkGameButton );
+1 -1
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@@ -68,7 +68,7 @@ void ScreenTestLights::Update( float fDeltaTime )
break;
}
if( cl == LIGHT_INVALID )
if( cl == CabinetLight_Invalid )
s += CABINET_LIGHT.GetValue()+": -----\n";
else
s += ssprintf( CABINET_LIGHT.GetValue()+": %d %s\n", cl, CabinetLightToString(cl).c_str() );